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glframebuffer.cpp
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glframebuffer.cpp
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/** @file glframebuffer.cpp GL frame buffer.
*
* @authors Copyright (c) 2013 Jaakko Keränen <jaakko.keranen@iki.fi>
*
* @par License
* LGPL: http://www.gnu.org/licenses/lgpl.html
*
* <small>This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 3 of the License, or (at your
* option) any later version. This program is distributed in the hope that it
* will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser
* General Public License for more details. You should have received a copy of
* the GNU Lesser General Public License along with this program; if not, see:
* http://www.gnu.org/licenses</small>
*/
#include "de/GLFramebuffer"
#include "de/GuiApp"
#include <de/Log>
#include <de/Canvas>
#include <de/Drawable>
#include <de/GLInfo>
#include <de/Property>
namespace de {
DENG2_STATIC_PROPERTY(DefaultSampleCount, int)
DENG2_PIMPL(GLFramebuffer)
, DENG2_OBSERVES(DefaultSampleCount, Change)
, DENG2_OBSERVES(GuiApp, GLContextChange)
{
Image::Format colorFormat;
Size size;
int _samples; ///< don't touch directly (0 == default)
GLTarget target;
GLTexture color;
GLTexture depthStencil;
GLTarget multisampleTarget;
Drawable bufSwap;
GLUniform uMvpMatrix;
GLUniform uBufTex;
GLUniform uColor;
typedef GLBufferT<Vertex2Tex> VBuf;
Instance(Public *i)
: Base(i)
, colorFormat(Image::RGB_888)
, _samples(0)
, uMvpMatrix("uMvpMatrix", GLUniform::Mat4)
, uBufTex ("uTex", GLUniform::Sampler2D)
, uColor ("uColor", GLUniform::Vec4)
{
pDefaultSampleCount.audienceForChange() += this;
//DENG2_GUI_APP->audienceForGLContextChange += this;
}
~Instance()
{
pDefaultSampleCount.audienceForChange() -= this;
//DENG2_GUI_APP->audienceForGLContextChange -= this;
release();
}
void appGLContextChanged()
{
/*
qDebug() << "rebooting FB" << thisPublic << self.isReady() << target.glName() << target.isReady() << size.asText();
self.glDeinit();
self.glInit();
*/
}
int sampleCount() const
{
if(_samples <= 0) return pDefaultSampleCount;
return _samples;
}
bool isMultisampled() const
{
if(!GLInfo::extensions().EXT_framebuffer_multisample)
{
// Not supported.
return false;
}
return sampleCount() > 1;
}
void valueOfDefaultSampleCountChanged()
{
reconfigure();
}
void alloc()
{
// Prepare the fallback blit method.
VBuf *buf = new VBuf;
bufSwap.addBuffer(buf);
bufSwap.program().build(// Vertex shader:
Block("uniform highp mat4 uMvpMatrix; "
"attribute highp vec4 aVertex; "
"attribute highp vec2 aUV; "
"varying highp vec2 vUV; "
"void main(void) {"
"gl_Position = uMvpMatrix * aVertex; "
"vUV = aUV; }"),
// Fragment shader:
Block("uniform sampler2D uTex; "
"uniform highp vec4 uColor; "
"varying highp vec2 vUV; "
"void main(void) { "
"gl_FragColor = uColor * texture2D(uTex, vUV); }"))
<< uMvpMatrix
<< uBufTex
<< uColor;
buf->setVertices(gl::TriangleStrip,
VBuf::Builder().makeQuad(Rectanglef(0, 0, 1, 1), Rectanglef(0, 1, 1, -1)),
gl::Static);
uMvpMatrix = Matrix4f::ortho(0, 1, 0, 1);
uBufTex = color;
uColor = Vector4f(1, 1, 1, 1);
}
void release()
{
bufSwap.clear();
color.clear();
depthStencil.clear();
target.configure();
multisampleTarget.configure();
}
void reconfigure()
{
if(!self.isReady() || size == Size()) return;
LOGDEV_GL_VERBOSE("Reconfiguring framebuffer: %s ms:%i")
<< size.asText() << sampleCount();
// Configure textures for the framebuffer.
color.setUndefinedImage(size, colorFormat);
color.setWrap(gl::ClampToEdge, gl::ClampToEdge);
color.setFilter(gl::Nearest, gl::Linear, gl::MipNone);
DENG2_ASSERT(color.isReady());
depthStencil.setDepthStencilContent(size);
depthStencil.setWrap(gl::ClampToEdge, gl::ClampToEdge);
depthStencil.setFilter(gl::Nearest, gl::Nearest, gl::MipNone);
DENG2_ASSERT(depthStencil.isReady());
try
{
// We'd like to use texture attachments for both color and depth/stencil.
// If this fails, we'll try a couple of different alternate setups (which
// may mean that some renderer features are unavailable).
target.configure(&color, &depthStencil);
}
catch(GLTarget::ConfigError const &er)
{
try
{
LOG_GL_WARNING("Texture-based framebuffer failed: %s\n"
"Trying fallback without depth/stencil texture")
<< er.asText();
target.configure(GLTarget::Color, color, GLTarget::DepthStencil);
}
catch(GLTarget::ConfigError const &er)
{
try
{
LOG_GL_WARNING("Unified depth/stencil buffer failed: %s\n"
"Trying to allocate separately")
<< er.asText();
target.configure(GLTarget::Color, color,
GLTarget::DepthStencil | GLTarget::SeparateDepthAndStencil);
}
catch(GLTarget::ConfigError const &er)
{
LOG_GL_WARNING("Separate depth and stencil buffers failed: %s\n"
"Final fallback: disabling render-to-texture")
<< er.asText();
target.configure(size, GLTarget::ColorDepthStencil);
}
}
}
target.clear(GLTarget::ColorDepthStencil);
if(isMultisampled())
{
try
{
// Set up the multisampled target with suitable renderbuffers.
multisampleTarget.configure(size, GLTarget::ColorDepthStencil, sampleCount());
multisampleTarget.clear(GLTarget::ColorDepthStencil);
// Actual drawing occurs in the multisampled target that is then
// blitted to the main target.
target.setProxy(&multisampleTarget);
}
catch(GLTarget::ConfigError const &er)
{
LOG_GL_WARNING("Multisampling not supported: %s") << er.asText();
_samples = 1;
goto noMultisampling;
}
}
else
{
noMultisampling:
multisampleTarget.configure();
}
}
void resize(Size const &newSize)
{
if(size != newSize)
{
size = newSize;
reconfigure();
}
}
void drawSwap()
{
if(isMultisampled())
{
target.updateFromProxy();
}
bufSwap.draw();
}
void swapBuffers(Canvas &canvas, gl::SwapBufferMode swapMode)
{
GLTarget defaultTarget;
GLState::push()
.setTarget(defaultTarget)
.setViewport(Rectangleui::fromSize(size))
.apply();
if(!color.isReady())
{
// If the frame buffer hasn't been configured yet, just clear the canvas.
glClear(GL_COLOR_BUFFER_BIT);
canvas.QGLWidget::swapBuffers();
GLState::pop().apply();
return;
}
switch(swapMode)
{
case gl::SwapMonoBuffer:
if(GLInfo::extensions().EXT_framebuffer_blit)
{
if(isMultisampled())
{
multisampleTarget.blit(defaultTarget); // resolve multisampling to system backbuffer
}
else
{
target.blit(defaultTarget); // copy to system backbuffer
}
}
else
{
// Fallback: draw the back buffer texture to the main framebuffer.
drawSwap();
}
canvas.QGLWidget::swapBuffers();
break;
case gl::SwapWithAlpha:
drawSwap();
break;
case gl::SwapStereoLeftBuffer:
glDrawBuffer(GL_BACK_LEFT);
drawSwap();
glDrawBuffer(GL_BACK);
break;
case gl::SwapStereoRightBuffer:
glDrawBuffer(GL_BACK_RIGHT);
drawSwap();
glDrawBuffer(GL_BACK);
break;
case gl::SwapStereoBuffers:
canvas.QGLWidget::swapBuffers();
break;
}
GLState::pop().apply();
}
};
GLFramebuffer::GLFramebuffer(Image::Format const &colorFormat, Size const &initialSize, int sampleCount)
: d(new Instance(this))
{
d->colorFormat = colorFormat;
d->size = initialSize;
d->_samples = sampleCount;
}
void GLFramebuffer::glInit()
{
if(isReady()) return;
#ifdef LIBGUI_USE_GLENTRYPOINTS
if(!glBindFramebuffer) return;
#endif
LOG_AS("GLFramebuffer");
// Check for some integral OpenGL functionality.
if(!GLInfo::extensions().EXT_framebuffer_object)
{
LOG_GL_WARNING("Required GL_EXT_framebuffer_object is missing!");
}
if(!GLInfo::extensions().EXT_packed_depth_stencil)
{
LOG_GL_WARNING("GL_EXT_packed_depth_stencil is missing, some features may be unavailable");
}
d->alloc();
setState(Ready);
d->reconfigure();
}
void GLFramebuffer::glDeinit()
{
setState(NotReady);
d->release();
}
void GLFramebuffer::setSampleCount(int sampleCount)
{
if(!GLInfo::isFramebufferMultisamplingSupported())
{
sampleCount = 1;
}
if(d->_samples != sampleCount)
{
LOG_AS("GLFramebuffer");
d->_samples = sampleCount;
d->reconfigure();
}
}
void GLFramebuffer::setColorFormat(Image::Format const &colorFormat)
{
if(d->colorFormat != colorFormat)
{
d->colorFormat = colorFormat;
d->reconfigure();
}
}
void GLFramebuffer::resize(Size const &newSize)
{
d->resize(newSize);
}
GLFramebuffer::Size GLFramebuffer::size() const
{
return d->size;
}
GLTarget &GLFramebuffer::target() const
{
return d->target;
}
GLTexture &GLFramebuffer::colorTexture() const
{
return d->color;
}
GLTexture &GLFramebuffer::depthStencilTexture() const
{
return d->depthStencil;
}
int GLFramebuffer::sampleCount() const
{
return d->sampleCount();
}
void GLFramebuffer::swapBuffers(Canvas &canvas, gl::SwapBufferMode swapMode)
{
d->swapBuffers(canvas, swapMode);
}
void GLFramebuffer::drawBuffer(float opacity)
{
d->uColor = Vector4f(1, 1, 1, opacity);
GLState::push()
.setCull(gl::None)
.setDepthTest(false)
.setDepthWrite(false);
d->drawSwap();
GLState::pop();
d->uColor = Vector4f(1, 1, 1, 1);
}
bool GLFramebuffer::setDefaultMultisampling(int sampleCount)
{
LOG_AS("GLFramebuffer");
int const newCount = max(1, sampleCount);
if(pDefaultSampleCount != newCount)
{
pDefaultSampleCount = newCount;
return true;
}
return false;
}
int GLFramebuffer::defaultMultisampling()
{
return pDefaultSampleCount;
}
} // namespace de